#include "texture.h"

Texture* Texture::textureArray = NULL;

void Texture::setUp()
{
    Texture::textureArray = new Texture[NUMBER_OF_TEXTURES];
}

void Texture::tearDown()
{
    delete[] Texture::textureArray;
}

Texture::Texture()
{
    //WARNING("Calling texture default constructor.\n");
}

Texture::Texture(const char* filename)
{
//    Image* image = loadBMP(filename);

//    width = image->width;
//    height = image->height;

//	glGenTextures(1, &id); //Make room for our texture
//	glBindTexture(GL_TEXTURE_2D, id); //Tell OpenGL which texture to edit
//	//Map the image to the texture
//	glTexImage2D(GL_TEXTURE_2D,                //Always GL_TEXTURE_2D
//				 0,                            //0 for now
//				 GL_RGB,                       //Format OpenGL uses for image
//				 image->width, image->height,  //Width and height
//				 0,                            //The border of the image
//				 GL_RGB, //GL_RGB, because pixels are stored in RGB format
//				 GL_UNSIGNED_BYTE, //GL_UNSIGNED_BYTE, because pixels are stored
//				                   //as unsigned numbers
//				 image->pixels);               //The actual pixel data


//    delete image;
//	glDisable(GL_TEXTURE_2D);
}

